By default UE5 doesnt allow the skylight to be light channeled. There was a need to utilize HDRI images with light channels for creating images through UE5 path tracer.
This is done by saving the HDRI out to a cubemap saved to a data table. The data table is read into a blueprint that places them onto a set of rectangle lights. This lets the artist determine the size of the HDRI "dome" and place and rotate it accordingly. I have exposed the common light parameters the artist would use such as Intensity, light material functions, channels, cast shadows, and specular intensity.
There is also some options to edit the HDRI within the tool so that the opposite side from the camera can be dimmed or brighted as well as the upward facing portion independantly. This is just done with a material function before the HDRI gets saved to a cubemap.